Ear
Training
for Mixers.

/ THE IDEA

Mixing is hearing

Most of mixing is hearing what's wrong and knowing how to fix it. Which frequency is muddy. Whether the compressor is doing too much. Where something sits in the stereo field. That's an ear skill. Most producers never practice it directly.So we made games that let you practice. We have games for EQ, compression, volume, and panning. You hear a track, toggle between the reference and your mix, and try to match it. It gets harder as you improve. ↗ Try a round.
/ TRY IT

Try a round

Hit play and work through all four games. Each one leads to the next. Instructions are on the left.
FREQ FINDERsample round
Find the boosted frequency band.
4 games · real multi-track audio0/4 done · adaptive difficulty
01FOUR
GAMES
EQ, compression, volume, and panning. Each game isolates one mixing skill so you train one thing at a time.
02REAL
AUDIO
Every question uses actual multi-track mixes. Real instruments, real problems, real context. No sine waves.
03ADAPTIVE
ENGINE
The difficulty tracks your accuracy and adjusts in real time. You stay at the edge of what you can hear.
04INSTANT
FEEDBACK
Every wrong answer teaches. You get a short lesson on what you missed and a tip to hear it next time.
/ PICK A GAME

The games

Each game isolates one mixing variable. Real multi-track audio, immediate feedback, difficulty that adapts to your accuracy.
Freq Finder gameplay: a boosted EQ curve arcing over the track lanes.
FREQ FINDEReq identification
Find the boosted or cut frequency on a real mix. Bands get narrower as you improve.
Comp On? gameplay: choosing between take A, take B, or no difference.
COMP ON?compression detection
Spot which track has more compression applied. Differences get subtler as your ear sharpens.
Can You Pan? gameplay: a pan pendulum hanging over the stereo arc.
CAN YOU PAN?stereo placement
Match the panning position by ear. The stereo field is wider than you think.
Fader Grader gameplay: a color LED meter with the fader at -7 dB.
FADER GRADERvolume matching
Set the fader to match the target level. How close can you get before the dB gap disappears?
fig 01–04 · each game trains a different mixing skilltry all four ↗
/ REAL AUDIO

Not sine waves. Real mixes.

Every question uses multi-track audio from real sessions: drums, bass, guitars, vocals, synths. A 2 kHz boost on a vocal sounds nothing like a 2 kHz boost on a snare. Browse the catalog and hear it yourself.
0 TRACKS
sessionstemrange

Loading tracks…

Track LibraryPick a track to audition it. Every question in the games pulls from these recordings.
sessions0tracks0formatbrowser
Train With These Tracks
loading tracks…0 tracks · 0 sessionstap a track to audition it
/ FROM THE BLOG

Recent articles.

Browse all 14 ↗
/ QUESTIONS

Things people ask.

The game pauses until your lives reset at your local midnight. Free accounts get 4 lives a day, Patron gets 9, and Early Adopter is unlimited. Upgrading refills them on the spot.
Every plan plays the same four games. Free gives you 4 lives a day. Patron gives you 9 for $2.50/mo. Early Adopter is unlimited for $7.99/mo, with the price locked forever.
No. Difficulty adapts. If you're new, the differences start obvious and get harder as you improve. If you're experienced, it ramps fast.
The games isolate one variable at a time and give you immediate feedback. In your DAW you're guessing and checking against your own bias.
Traditional ear training covers intervals and pitch. This covers mix decisions: EQ, compression, volume, panning. Different muscles.
Any decent headphones work. The games test relative differences, not absolute fidelity. Consumer cans are fine.
Yes. Ear training builds perception. When you go back to your DAW, you hear things you missed before. The skill transfers.
Ten minutes a day, most days. Consistency beats marathon sessions. Your ears adapt over weeks, not hours.

Ready to
train?

Four games across four mixing skills.Real multi-track audio, not test tones.Difficulty that adapts to your ears.
Start Playing